PRESS QUOTES:"With great production values the board game has been translated to perfection."TouchGen (9/10, Editor's Choice)

"Would I Buy Again: Absolutely."What's On iPhone (9/10)

"Neuroshima Hex is a board game that almost seems like it was destined for the App Store []"App Spy (4/5)

"Neuroshima Hex is hard not to recommend"Games Uncovered (Grade: 'Great')

"Creative game world; deep strategy"Slide To Play (3/4)

"It's a deeply satisfying game that forces you to have a tactical mind in order to win, and it's incredibly fulfilling when you do."GameZebo (4/5)

Neuroshima Hex is a fast paced, tactical board game where up to 4 players (human or AI) lead their troops to victory. Every player controls one of the four armies struggling for influence and survival in the world destroyed in a 30 years long war. March with the machines of Moloch, leading its army towards setting the new world order. Become Borgo and unite the forces of the mutants who spread terror in the wastelands. Lead The Outpost - humanity's last and only hope and try to beat the machines in an uneven guerrilla war. Be the boss of The Hegemony - land of gangers not caring about the fate of others and living only for violence and their mad entertainment.

In the world of Neuroshima Hex you need to prove you have what it takes to survive.

Neuroshima Hex is well known in the board game community. Neuroshima Hex holds 100th place in the prestige BoardGameGeek ranking (which contains almost 50,000 games from around the world). In May 2007 Neuroshima Hex was awarded a special jury distinction for the Best Polish Designer Game published in 2006. Neuroshima Hex was also published in the US (by Z-Man Games) and France (by IELLO).

So instead of both players being forced to stay online and play the game in it's entirety, players can log out and make their next move whenever they like. Usually a game will notify a player when it's their turn to play

Mr ugly.... Game is hardly unfinished. Play a few, you'll get it quick enough.
Yes, a button/gesture would be nice to remind you of certain powers, but irl, you'd still have to look it up.
Once again, good job devs!

i didnt say it is unfinished.. i say it could look unfinished.

if you play alot of board games you can get easily the hang of the rules
and memorize them.. but if you play an actual board game you can pickup
the rules and read them while you are still in the game.

at the end this is a complex game.. if you don't think so youre an "geek",
a "core gamer" or whatever they call us.. but youre for sure not an casual
gamer. doodle jump & co are thoose casual game. so instead of thinking about yourself and about how you feel about the complexity of the game you should look at the dumbest possible customer and optimize for him.
because if its understandable for him its fine for most of the users.

instead of vidoes the tutorial could have been ingame, reacting to
to youre input , telling you things on the fly as you go.. instead of an movie
you need to watch and memerize.

the manual and armies section could be easily (from a design standpoint) implemented into the actualy game, minor redesigns and they would fit easily in a non fullscreen modal view.

youre are told nothing ingame and i think thats horrid in general.

if i want to check on something i pause the game look what i'm after return to the game and it start at the begin of the round? and i need to place everything again?! the game should always save after every "move" you make. this is no hardcore realtime action game so there is plenty of time to react to user input and save a snapshot of the current state.

other stuff that bugs me, is no fast app switching (this takes 1 minute to implement, just send it into the background instead of terminating it, also a good spot to make a save) it makes no sense at all in the time of io4 and the ios4 update for the ipad on the horizon to not support such basics.

and no real retina support. most of the gui stuff etc look pixelated on 4g displays.. some of the bg texture are not , i assume there are already in a high resolution avaiable.

hmm so possible the game feels a bit rushed due to the edges it still has.

at the end of you day you got my 3$ but i would have wished for alot more polish and a more user friendly experience.

most of the appstore customers are cheap anyway.. so thoose 3$ feels to them like 30$, a 5$ game is for them a fullprice experience and if the pay 10$, the game should be lifechanging and make them breakfast.

well i let the game rest for the time being and hope some changes are coming soon, so even my gf can play it hehe

Great Strategy game. Easily worth $3. I like all the units and detail. Alot to strategize over. Is it true there is a multiplayer update coming? It's fun playing against the AI, but would be a lot more fun with mutliplayer, especially if it's done like well like Carcassonne. Also, would be great if a new extra hard AI option could be added, I've been whipping the AI lately.

I've picked this up and played a bit today. It's a good game that will appeal to those who simply like strategy board games, but the port needs an awful lot before it's at the level of Samurai and Carcassonne.

Obviously the multiplayer is the single biggest missing piece. I hope they do it the way Samurai has, making it easy to invite or add friends, including game setup options for turns to last everywhere from 5 minutes to three days, and with an online ELO that can give you a ranking on a leaderboard. And clearly the addition of an easily accessible in-game manual that will explain all the special action pieces is much needed as well.

If those things are added and well-implemented this game will certainly be in contention for the title of best board game on the app store. That the devs are apparently planning some sort of campaign to put into the game as well is exciting--that would be the cherry on top.

@beatle - are you sure you play on hard with the AI? It's really hard on hard

To all of you guys. We're aware that asynchronous multiplayer and the in-game help is something this game should have and it will, just give us some time to add it. Other options like iOS4 fast app switching is something we're also taking under the consideration.

Whew late response! Away from computers this weekend, typing this on my Touch...

I've been rely enjoying this game. It's more akin to boardgames like Samurai or Diplomacy than what most people think of a hex based wargame.

It took me a few plays to start understanding the symbols, the most useful in-game Help would be a single screen symbol breakdown.

The faction unit view is cumbersome, you have to go in/out for each unit - I'd love to see swipe left/right on the unit bring up the previous/next unit.

I also wish only the affected units would stay lit, not all the H.Q.s - I found that misleading.

Also "The AI is thinking" is always in yellow - since there is no other indicator of whose turn it is, it would be nice if that text would be in the color of the faction that AI is playing.

If the pieces popped in from the side, you could have the whole board and the pieces visable at the same time. Not a huge deal though as you can open/close the piece tray. That button might work better as a tray toggle (I.e. Tap to close/open instead of tap away to close, tap button to open)

As cute as the discard mechanism is, I still wonder if a drag to discard would feel better...

Don't let all this discourage you from the game, it is IMHO quite polished, an is a unique game and well worth it if you like boardgames. It plays great on my 2nd gen iPod touch. And with all the support bits to figure out, I think this game is probably much easier played electronically! Online multiplayer will really make this game shine...

A tip for newbies: (or anyone for that matter) you can restart your turn by going back to the menu and Resuming your game. Great for times when you realize you discarded the wrong piece, or an action piece didn't play the way you expected.

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